缺氧
Customize Buildings (more capacity, less dupes)
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更新于:2020 年 3 月 9 日 下午 12:21

- minor fix: restored accidentally deleted manual access code of liquid reservoirs; now they are accessible again

更新于:2020 年 3 月 5 日 下午 12:58

- fixed conflict with new automation port on reservoirs
- added GeneratorBaseCapacity to supported BuildingBaseSettings (which handles transformator wattage)

更新于:2019 年 9 月 20 日 下午 1:00

new:
- SolarMaxPower sets maximal power output of solar panels
- SolarEnergyMultiplier changes power output per lumen
- PipeLiquidPump set liquid pump amount
- PipeGasPump set gas pump amount
- errors in config file will now be displayed in the main menu (only once)

fixes:
- valves process full pipe capacity
- air conditioner/aqua tuner use full pipe capacity (careful, overheats easily)

更新于:2019 年 9 月 6 日 上午 11:44

Bug fix:
- fixed a null pointer exception, hopefully
- valves will now use the max pipe pressure (note: small mistake, does not work for gas pressure at exactly 10kg, will be fixed with the next update)

更新于:2019 年 9 月 5 日 上午 11:08

NOTE: Settings file is in new central folder %userprofile%\documents\Klei\OxygenNotIncluded\mods\CustomizeBuildings.json
- NoDupeBuildings: "Ice Fan" can be set to work with 120W instead of a dupe (off by default)
- MuliplierHelper: can multiply the input/output of some buildings (tested for Ethanol Distillery and Desalinator)
- NoDupeBuildings: "Grooming Station" will increase the groomed buff to 100 cycles
- new base settings: Floodable, IsFoundation, ConstructionMass, ThermalConductivity
- added robominer ranges
- RoboMinerRegolithTurbo: Regolith is mined faster by Robo Miners
- RoboMinerDigThroughGlass: Robo Miner dig through glass tiles, but only from glass (not diamonds)
- RoboMinerDigAnyTile: very hard material can be mined
- WireRefinedHeavyWatts: edit 50000W wires
- LadderCometInvincibility: makes normal ladders ignore comets
- TransitTubeAnywhere: transit tubes can be placed in the background; this is experimental, please provide bug reports
- TransitTubeUTurns: removes all transit tube layout restrictions
- TransitTubeJoulesPerLaunch: cost per launch, normally 10000 joules

更新于:2019 年 8 月 24 日 上午 9:34

New features:
- conveyor rail capacity can be set "ConveyorRailPackageSize": 20.0,
- auto sweeper can sweep any amount you set "AutoSweeperCapacity": 1000.0,
- auto sweeper range can be set to up to 20 tiles radius "AutoSweeperRange": 4,

Note:
The settings file will no longer be overwriten. You may add the missing lines or delete the settings file (CustomizeBuildings.json). If you have no settings file, it will be generated on first load.
If you use settings where lines are missing (or misspelled) it will use my default values.

Fix:
- removes ContinuouslyCheckFoundation if setting is set to LocationRule "0" (Anywhere)

更新于:2019 年 8 月 20 日 上午 11:18

Bug fixes:
- fixed BuildingBaseSettings using 0 as default instead of whatever the building has usually set
- fixed crash when NoDupeToogleDoors was set to false

更新于:2019 年 8 月 20 日 上午 8:54

Bug fixes:
- no more automation ports on all buildings (I still have no idea how that happens)
- enum settings can be set to null to keep the original setting
- dupes no longer access reservoirs by default; setting must be enabled in config, search for "ReservoirManualDelivery"

更新于:2019 年 8 月 19 日 下午 1:14

-added Rotations setting

更新于:2019 年 8 月 18 日 上午 6:04

New features:
- ReservoirManualDelivery: dupes may store material in reservoirs
---> dupes will deliver selected liquids/gases until the capacity is at the slider amount
---> liquid/gas pipes can still deliver any element and will ignore the slider limit
---> activating, then deactivating an element checkbox drops it on the floor, for easy removal of rogue elements
---> furthermore reservoirs get logic output, outputing green when capacity is over slider amount
- AirfilterDropsCanisters: on deconstruction, airfilters (as well as all other buildings) drop gas canisters instead of venting stored gases
- NoDupeToogleDoors: doors can be controlled without a dupe
- put global flag separate; if this is false the whole category will be ignored
- BuildingBaseSettings: can change a list of BuildingDef options of any building (even from other mods)
---> this may be defined with either building ID or ingame name (case sensitive)
---> NaN or null will keep the original setting
---> all these settings are optional and can be removed
---> PowerConsumption: amount of power needed, some buildings will crash when set to 0 Watts, notably filters/shutoffs
---> OverheatTemperature: temperature the building will stop working in Kelvin
---> MaterialCategory: if present this must be one or two entries depending if the original building is building with 1 or 2 materials; each entry must be a valid Tag like: Metal, RefinedMetal, Alloy, BuildableRaw, BuildableProcessed, PreciousRock, Farmable, Plastic, Glass, Transparent, BuildingFiber, FlyingCritterEdible, or BuildableAny
---> ExhaustKilowattsWhenActive: amount of heat released from the building (will heat building in vacuum instead)
---> SelfHeatKilowattsWhenActive: amount of heat directly applied to the building
WARNING: if kilowattsWhenActive is a negative value and the temperature reaches below 0 Kelvin, the game will crash instantly
---> GeneratorWattageRating: amount of power generated from building
---> BaseDecor: decor value
---> BaseDecorRadius: range of decor value
---> LocationRule: use number as seen below as to where the building is allowed to be placed
9 will keep the original setting
Anywhere = 0,
OnFloor = 1,
OnFloorOverSpace = 2,
OnCeiling = 3,
OnWall = 4,
InCorner = 5,
Tile = 6,
NotInTiles = 7,
Conduit = 8,
WireBridge = 10,
HighWattBridgeTile = 11,
BuildingAttachPoint = 12,
OnFloorOrBuildingAttachPoint = 13,
OnFoundationRotatable = 14